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Risc

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Everything posted by Risc

  1. Just want to add...Movement skill debuff is more or less useless against ranged targets, unless they are trying to kite. So I observed that if I use Onslaught as an opener, in arena, all active experts enter the default global cooldown. In that window, the only stun skill to use would be 'Reverse flow'. However, it does take a bit of time to place at the right position and it may break the dps rotation, as it will throw the target away.
  2. Tested the new expert skills on Test server and few other class changes. Here are my thoughts: (Not tested much with the staff. Prefer mace and shield mostly.) Power of the Heaven - The skill description's stats are not very clear when you level it to 4/4. However, its good overall based on hp and block rate increase. It has few issues however. The energy it consumes during combat is a lot. Especially when paired with Merman gear skills. When you activate it, it does not fill up the difference in hp instantly. This can be a detriment during arena. Finally animation wise, which is more of a personal opinion, it does not sync well with Merman gear buff and the orange circle from Deity statue. Particle of Life - The skill is very good. 4/4 all the way. No complaints on this one. ๐Ÿ˜„ Branded by the Sun - It has very good range when maxed. However, the heal works like secret link of druid. Lower the hp, higher the heal. The amount of healing done is great. Onslaught - Good Gap closer with 6 yards range. Good damage. I would just leave it at 1/4. Personally, I can't help but wish there was a stun or silence, instead of movement debuff, which is just 15% at base level and 30% at max level. Though I understand, this opinion will draw criticism. Anyway, have to be careful with this, if the opponent players have a radius relic equipped on skills that can be applied beyond 6 yards. Energy costs - I feel the changes done on the energy costs need to re-looked at. Not finding much difference. For example consider the below skill - Whirlwind of Repentance (Aoe skill). In the current meta it has 28 units as energy consumption at 5/5. However, in test its just 25 units. Overall comparing all basic skill energy costs, the consumption has reduced only by 2 or 3 points. On experts, I have observed the energy cost remain same as before.
  3. Well I think the new experts for Templar is very good compared to my initial impression. And the concern on this has been addressed - "For absolutely all skills of the Chieftain and Templar reduced energy consumption.". ๐Ÿ™‚
  4. My thoughts.... Current templar is a Control-support. So now it can tank, with aggression skill. I am wondering if the movement debuff from the gap closer skill will stack with Whirlwind's. Though the skill will rarely be used for staff users. On the 'Health & block' active skill, assuming its the "skill with constant energy consumption", I was hoping it be Stun and CD/Accuracy. Though I assume, Stun may most likely be for staff. On the elemental skill....Well it looks to be a Melee pet. However, I am not sure if it matches the 'Story lore' behind the Templar class. Anyway the energy costs for overall gameplay along with Merman gear buffs, makes me wonder if I will be spamming energy potions again.๐Ÿ˜…
  5. Is it? I doubt that. As the skill does Aoe damage. Only debuffs are Movement speed and accuracy reduction, as given in skill description below. Unless there is a penetration relic equipped along with high penetration stat.
  6. Finished farming Lv 29 Arena gear. Based on different modes of arena, I feel the current build is optimal for Templar Based on Level 32 skill points with "One hand mace + shield" Arena/Territory Wars - Basic: Blame - 1/5 | Whirlwind of Repentance - 5/5 | Reverse Flow - 3/5 | Grace - 5/5 | Combat Support - 1/5 Expert: Harad's Teachings - 4/4 | Touch of Truth - 4/4 | Mantra of Healing - 1/4 | Deity Statue - 1/4 | Forbidden Trick/Sucker Punch - 4/4 Returning to PVE aspect, while I await, the next Templar class update, based on party play which is needed for efficient clearing of Horror dungeons, I felt the Deity Statue (4/4) is more reliable for group play in dungeons. Since most mobs just auto attack. Mantra of healing is rarely used, by me, when paired with life steal accessories/enchants and heals from stun procs.
  7. Well, its been a while since the update. Just a bit of intro before, getting into the builds suggestions - Currently at Level 30. Done a lot of game content - PVE, Arena, Territory wars, Dungeons and Sea events. I started to enjoy the class once I had equipped Level 26+ gear. In the end, from my perspective, the class is reliant on good gear, amplification and enhancements to really make a difference...a general rule anyway. Moving on, Tested it with pure Physical, Pure magical and Mixed damage builds. I feel in the end Mixed damage is the best in the current meta. Pure Physical - High damage (Able to to do 5.5k+ damage with Sucker punch) at the cost of low 'Stun heals' Pure magical - Blame does really high damage, However that's the only magic dps skill. You miss out on other physical dps skills. Stun heals are high, Especially when they crit. Based on Level 30 skill points with "One hand mace + shield" Arena/Territory Wars - Quite a number of players have some degree of resist stat. Barbarian, Blade dancer, Mage (and maybe other classes) have the resistance active skill, that resist a lot of our stuns/debuff. So its all about timing. Touch of truth (aka yellow tile skill) provides a 7 sec silence at 4/4, however its too situational and takes up time to set up. Basic: Blame - 1/5 | Whirlwind of Repentance - 5/5 | Reverse Flow - 5/5 | Grace - 5/5 | Combat Support - 1/5 Expert: Harad's Teachings - 4/4 | Touch of Truth - 1/4 | Mantra of Healing - 1/4 | Deity Statue - 1/4 | Forbidden Trick/Sucker Punch - 4/4 To note, if one has the Cooldown (CD) stat of at least 70% its possible to spam Deity Statue, Combat Support and Reverse flow (aka Vortex) skills. PVE: Same as one as that in the first post. I feel max Grace is important in any build. Ensure you have either the below relic equipped to always have it up or a high CD. Vortex can be maxed as its a great tool to escape from mobs in sea or other hostiles. (Though do keep a healer minion, in case stuns are resisted in dungeons) DPS Variant: From a pure dps perspective, I am testing the below, as Vortex does not last long. Has a High chance to be resisted in most end game content. Just maxing out all that do either physical or magical damage. Basic: Blame - 5/5 | Whirlwind of Repentance - 5/5 | Reverse Flow - 1/5 | Grace - 5/5 | Combat Support - 1/5 Expert: Harad's Teachings - 4/4 | Touch of Truth - 1/4 | Mantra of Healing - 1/4 | Deity Statue - 1/4 | Forbidden Trick/Sucker Punch - 4/4
  8. I think Chieftain is fine. You can get stun if you use the right gear and crystals. If that does not work out, you could partner with a warlock, etc in arena who can offset the lack of control. Also I really wish to know, why you think Templar is good in PVE, with the above image, when compared with Chieftain?
  9. Just to add, the stats and suitable relics are nicely given in this post. Use the translator in Chrome browser for better clarity.
  10. Apologies! Just re-read the update post. I had missed the part of the dungeon changes. Too focused on the new classes, I guess. ๐Ÿ˜… I will just cancel the quest. Kindly close this topic.
  11. The quests are from when I created the Templar class. The class never existed before the update! ๐Ÿ˜„
  12. I think another dungeon is missing. Strangely I did not get the quest for it, after unlocking the last town on Map 1.
  13. Hi! I am unable to find the dungeon pointed by the quest Fire tail. Kindly advise.It shows a green spot, but I do not see the skull icon associated.
  14. Hmm...In the end my post was not first in this section.๐Ÿ˜…
  15. Hi! All. Assuming this is the first post in this section....Please post on your thoughts on good builds for Templar. ๐Ÿ˜ Based on my experience at Test Server and on-going quest grind, the below is my build for a Physical Damage & melee focused play style. The points are allocated based on max level in mind. PVE Blame - 1/5 Whirlwind of Repentance - 5/5 Reverse Flow - 3/5 Grace - 5/5 Combat Support - 1/5 Harad's Teachings - 4/4 Touch of Truth - 1/4 Mantra of Healing - 4/4 Deity Statue - 1/4 Forbidden Trick/Sucker Punch - 4/4 (The Skill name for this is confusing. The shop calls it a Trick. While the Skill description says otherwise) PVP - Same as above, except, I would max Reverse Flow and keep Grace at 3/5.
  16. Found a fix, by switching the Internet provider. Able to log in and create a character. ๐Ÿ™‚
  17. But it seems to be unstable. Was initially able to login. But after that, its failing.
  18. I am not asking for a buff. I am suggesting, for an improvement of existing skills pertaining to DPS/Survivability. From PVP perspective, yeah, the stun is quite good and vortex certainly give rise to some nice results in map wide open battles. ๐Ÿ™‚ However, from PVE perspective and since I solo most content generally, control skills does not solve everything. For example, in general, all the high end bosses (be it daily quests or dungeons) generally resists stuns. So I feel there should be something to fall back on.
  19. I had tested both the classes on Test. Chieftain has quite a number of skills that boost the DPS, be it physical or magical. The passive buff really makes it OP. The +7 maces really boost the damage to quite high numbers. Not sure how it will be at +10. On the Templar, it has really good control skills. However, on the DPS side and the duration of defensive skills it needs improvement. The "Combat support" basic skill lasts for just 8 seconds and it depends on magic power at 5/5 and it has a large cooldown. While playing 1h & Shield, I feel the 'Reverse Flow' (Vortex thing that stuns) messes up the rotation. So its like you have to set the vortex behind the character first and then use sucker punch, followed by "Touch of truth" and "Blame" skill, to keep up guaranteed stuns, during solo fight.
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